ACE3/addons/hitreactions/functions/fnc_fallDown.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* Adds reactions to a unit that was hit. EH only runs where to unit is local. Adds screams, falling down, falling from ladders, ejecting from static weapons and camshake for players
*
* Arguments:
* 0: unit <OBJECT>
* 1: firer <OBJECT>
* 2: damage taken <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, kevin, 5] call ACE_hitreactions_fnc_fallDown
*
* Public: No
*/
params ["_unit", "_firer", "_damage"];
// exit if system is disabled
if (GVAR(minDamageToTrigger) == -1) exitWith {};
// exit if damage is disabled on unit
if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {};
// don't fall after minor damage
if (_damage < GVAR(minDamageToTrigger)) exitWith {};
// don't fall on collision damage
if (_unit == _firer) exitWith {};
// camshake for player
if (_unit == ACE_player) then {
if (visibleMap) then {
openMap false;
};
addCamShake [3, 5, _damage + random 10];
};
private _vehicle = vehicle _unit;
// handle static weapons
if (_vehicle isKindOf "StaticWeapon") exitWith {
if (!alive _unit) then {
_unit action ["Eject", _vehicle];
unassignVehicle _unit;
};
};
// don't do animations if in a vehicle (looks weird and animations never reset):
if (_vehicle != _unit) exitWith {};
// this checks most things, so it doesn't mess with being inside vehicles or while dragging etc.
if !([_unit, _vehicle] call EFUNC(common,canInteractWith)) exitWith {};
// handle ladders
if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit >> "ACE_isLadder") == 1) exitWith {
_unit action ["LadderOff", nearestObject [position _unit, "House"]];
};
// only play animation when standing due to lack of animations, sry
if !(stance _unit in ["CROUCH", "STAND"]) exitWith {};
private _velocity = vectorMagnitude velocity _unit;
// only fall when moving
if (_velocity < 2) exitWith {};
// get correct animation by weapon
private _anim = _unit call FUNC(getRandomAnimation);
// exit if no animation for this weapon exists, i.e. binocular or rocket launcher
if (_anim == "") exitWith {};
// don't mess with transitions. don't fall then.
if !([_unit] call EFUNC(common,inTransitionAnim)) then {
[_unit, _anim, 2] call EFUNC(common,doAnimation);
};